
// Josh made this

#ifndef HUNTER_H
#define HUNTER_H


#include "object.h"
#include "SFML\Graphics.hpp"
#include "Factory.h"
#include "TextureMap.h"

extern bool isDead;

class HunterObject : public Object
{
protected:

	HunterObject() // Log constructer
	{
		hunterSprite = sf::Sprite(*TT::TextureLibrary[arrayText[3]]); // Loading the texture from slot 3 (4 in the array) for out new sprite.
		hunterSprite.setPosition(100, 235); // Setting the hunter sprites spawning position.
		ySpeed = 0;
	}

	void Render();

	void Update();

public:
	static HunterObject * Create(SFML_TEXTURE_HPP)
	{
		HunterObject *myObject = new HunterObject(); // Creating a new pointer to a new hunter object.
		Factory::AddObject(myObject); // Adding the new hunter to our object factory.
		return myObject;
	}

	static sf::Texture* hunterTex; // This is declaring the new texture for our hunter.
	sf::Sprite hunterSprite; // This is delcaring the new sprite for our hunter.
	float ySpeed;
	sf::Clock timer;
};



#endif //HUNTER_H